I have a thread containing a group of sample characters, it may help out. I hope so, anyway.
Here it is:
http://www.jimbutcheronline.com/bb/index.php/topic,17704.0.htmlIn step by step terms...well, here's something, there are two elements, and you can do either before the other, the first is Thematic, the second Mechanical
Thematic Steps:1. Choose a Template and High Concept Aspect. Who is this guy? A Were-Hyena Gangster, a Wizard Lawyer, what?
2. Choose a Trouble Aspect. What do you want to get this character in trouble? Does he have a Bad Temper, or is he a Pacifist? Both'll be problems, but very different ones.
3. Go through your character's background and early life, pick two appropriate Aspects.
4. Make up a book your character could star in, have them star in it, pick an Aspect.
5 and 6. Have your character guest star and help out two of the other characters in their books. Pick an Aspect for each.
You can also come up with an Aspect list and work your stories and background around them, as long as they make sense.
Mechanical:1. Same as for Thematic. You need to know who your character is before statting them.
2. Distribute Skills. What is your character good at? Bear in mind required Skills, like Conviction, Discipline and Lore for a Wizard. But also concept-required ones like Scholarship for a lawyer, or Craftsmanship for a mechanic.
3. Choose Stunts and Powers as appropriate. Your Template may do some of this for you, but it's really no different from picking Discplines or some such in a White Wolf game, except you get to decide exactly how much Refresh you spend on them.
If it's easier, you can absolutely do the Mechanical section before the Thematic. I usually do.
If you're still having trouble, I can do a walk-through point by point on a specific character, but I'm not sure if it'll really help.